319,032 research outputs found

    Human Factors Considerations in System Design

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    Human factors considerations in systems design was examined. Human factors in automated command and control, in the efficiency of the human computer interface and system effectiveness are outlined. The following topics are discussed: human factors aspects of control room design; design of interactive systems; human computer dialogue, interaction tasks and techniques; guidelines on ergonomic aspects of control rooms and highly automated environments; system engineering for control by humans; conceptual models of information processing; information display and interaction in real time environments

    Investigating sound intensity gradients as feedback for embodied learning

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    This paper explores an intensity-based approach to sound feedback in systems for embodied learning. We describe a theoretical framework, design guidelines, and the implementation of and results from an informant workshop. The specific context of embodied activity is considered in light of the challenges of designing meaningful sound feedback, and a design approach is shown to be a generative way of uncovering significant sound design patterns. The exploratory workshop offers preliminary directions and design guidelines for using intensity-based ambient sound display in interactive learning environments. The value of this research is in its contribution towards the development of a cohesive and ecologically valid model for using audio feedback in systems, which can guide embodied interaction. The approach presented here suggests ways that multi-modal auditory feedback can support interactive collaborative learning and problem solving

    Influence of analysis and design models on minimum weight design

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    The results of numerical experiments designed to illustrate how the minimum weight design, accuracy, and cost can be influenced by: (1) refinement of the finite element analysis model and associated load path problems, and (2) refinement of the design variable linking model are examined. The numerical experiments range from simple structures where the modelling decisions are relatively obvious and less costly to the more complex structures where such decisions are less obvious and more costly. All numerical experiments used employ the dual formulation in ACCESS-3 computer program. Guidelines are suggested for creating analysis and design models that predict a minimum weight structure with greater accuracy and less cost. These guidelines can be useful in an interactive optimization environment and in the design of heuristic rules for the development of knowledge-based expert optimization systems

    Designing Interactive Explainable AI Systems for Lay Users

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    Explainability considered a critical component of trustworthy artificial intelligence (AI) systems, has been proposed to address AI systems’ lack of transparency by revealing the reasons behind their decisions to lay users. However, most explainability methods developed so far provide static explanations that limit the information conveyed to lay users resulting in an insufficient understanding of how AI systems make decisions. To address this challenge and support the efforts to improve the transparency of AI systems, we conducted a design science research project to design an interactive explainable artificial intelligence (XAI) system to help lay users understand AI systems’ decisions. We relied on existing knowledge in the XAI literature to propose design principles and instantiate them in an initial prototype. We then conducted an evaluation of the prototype and interviews with lay users. Our research contributes design knowledge for interactive XAI systems and provides practical guidelines for practitioners

    Investigations of the effects of different computer input methods on man–computer interaction

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    The development of interactive man-computer systems is a design process wherein various alternatives must be considered from different points of view. In order to make design decisions, information guidelines are needed. Among the requirements are those for different input methods of computers. This thesis has the objective of providing information and guidelines on how different input methods affect man–computer interaction. The objective is reached through a number of stages: a review of literature; the development of a framework for investigation; deriving and testing experimental hypotheses, and discussing and presenting information for future researchers and designers. [Continues.

    Sustainable exhibit design: guidelines for designers of small scale interactive and travelling exhibits

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    This study was commissioned as part of Lincolnshire County Council’s FLOWS ‘2B’ Information and Symbols Project and UK match funding for this particular FLOWS Project has been provided by East Midlands Development Agency. The aim of FLOWS is to improve the sustainability of development in flood risk areas through development of ‘good practice’, by improved integration of flood risk information into decision-support systems for spatial planning and water management. FLOWS involves over 40 individual projects which are based in four Work Packages. Lincolnshire County Council is jointly leading Work Package 3 (Spatial Planning) and is also leading on Projects in Work Package 2 (Public Perception/Dissemination). This study has been produced as part of Lincolnshire County Council’s ‘FLOWS 2B Information and Symbols Project’ and in the wider context, is focussing on raising public awareness of flooding and flood risk by exploring innovative methods of disseminating information on the subject of flood risk to the public. This project involves the production of interactive exhibits aimed at raising the awareness of flood risk in Lincolnshire and is a partnership between Lincolnshire County Council and the School of Architecture at the University of Lincoln. A study focussing on creating sustainable exhibitions has been undertaken via the University of Lincoln that will directly inform the FLOWS exhibits. As detailed in the project brief, this study on Sustainable Exhibit Design will investigate best practice in sustainable exhibit design and produce a report setting out guidelines for designers of small interactive and travelling exhibits, guidelines which are directly applicable to the proposed FLOWS exhibit. The report will form a contribution to exhibition design knowledge through wider distribution via the University of Lincoln and FLOWS websites and a conference presentation

    Heuristic guidelines to support conceptual design

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    The creativity or unforeseeable nature of the design process, especially during the conceptual phase, makes it difficult to apply current design methodologies to aid designers and help them to reach a conceptual solution in an effective manner. In this paper we present some guidelines, based on experimental data about the evolution of the design process, with which to improve the effectiveness of the conceptual phase, above all as regards finding solutions. Here, effectiveness is taken as meaning quickly reaching a design solution that satisfies the requirements of the problem. Some of the guidelines obtained allow the effectiveness of a designer or a group of designers to be enhanced and are oriented towards controlling the divergence and convergence of the design space. Some guidelines for the development of interactive computer systems to aid designers are also put forwar

    Exploring the bases for a mixed reality stroke rehabilitation system, Part I: A unified approach for representing action, quantitative evaluation, and interactive feedback

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    <p>Abstract</p> <p>Background</p> <p>Although principles based in motor learning, rehabilitation, and human-computer interfaces can guide the design of effective interactive systems for rehabilitation, a unified approach that connects these key principles into an integrated design, and can form a methodology that can be generalized to interactive stroke rehabilitation, is presently unavailable.</p> <p>Results</p> <p>This paper integrates phenomenological approaches to interaction and embodied knowledge with rehabilitation practices and theories to achieve the basis for a methodology that can support effective adaptive, interactive rehabilitation. Our resulting methodology provides guidelines for the development of an action representation, quantification of action, and the design of interactive feedback. As Part I of a two-part series, this paper presents key principles of the unified approach. Part II then describes the application of this approach within the implementation of the Adaptive Mixed Reality Rehabilitation (AMRR) system for stroke rehabilitation.</p> <p>Conclusions</p> <p>The accompanying principles for composing novel mixed reality environments for stroke rehabilitation can advance the design and implementation of effective mixed reality systems for the clinical setting, and ultimately be adapted for home-based application. They furthermore can be applied to other rehabilitation needs beyond stroke.</p

    Emulating Digital Logic using Transputer Networks (Very High Parallelism = Simplicity = Performance)

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    Modern VLSI technology has changed the economic rules by which the balance between processing power, memory and communications is decided in computing systems. This will have a profound impact on the design rules for the controlling software. In particular, the criteria for judging efficiency of the algorithms will be somewhat different. This paper explores some of these implications through the development of highly parallel and highly distributable algorithms based on occam and transputer networks. The major results reported are a new simplicity for software designs, a corresponding ability to reason (formally and informally) about their properties, the reusability of their components and some real performance figures which demonstrate their practicality. Some guidelines to assist in these designs are also given. As a vehicle for discussion, an interactive simulator is developed for checking the functional and timing characteristics of digital logic circuits of arbitrary complexity
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